#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
+#if TARGET_HOST_WINCE
+#include <aygshell.h>
+#pragma comment( lib, "Aygshell.lib" )
+
+wchar_t* wstr_from_str(const char* str)
+{
+ int i,len=strlen(str);
+ wchar_t* wstr = (wchar_t*)malloc(2*len+2);
+ for(i=0; i<len; i++)
+ wstr[i] = str[i];
+ wstr[len] = 0;
+ return wstr;
+}
+
+
+#endif /* TARGET_HOST_WINCE */
+
/*
* TODO BEFORE THE STABLE RELEASE:
*
* First we have to process the display mode settings...
*/
/*
- * Why is there a semi-colon in this #define? The code
- * that uses the macro seems to always add more semicolons...
+ * XXX Why is there a semi-colon in this #define? The code
+ * XXX that uses the macro seems to always add more semicolons...
*/
#define ATTRIB(a) attributes[where++]=a;
#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}
GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
unsigned char layer_type )
{
+#if TARGET_HOST_WINCE
+ return GL_TRUE;
+#else
PIXELFORMATDESCRIPTOR* ppfd, pfd;
int flags, pixelformat;
pfd.cColorBits = (BYTE) GetDeviceCaps( window->Window.Device, BITSPIXEL );
ppfd = &pfd;
-
+
pixelformat = ChoosePixelFormat( window->Window.Device, ppfd );
if( pixelformat == 0 )
return GL_FALSE;
if( checkOnly )
return GL_TRUE;
return SetPixelFormat( window->Window.Device, pixelformat, ppfd );
+#endif /* TARGET_HOST_WINCE */
}
#endif
window->Window.Handle,
window->Window.Context
);
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
if( fgStructure.Window )
ReleaseDC( fgStructure.Window->Window.Handle,
fgStructure.Window->Window.Device );
if ( window )
{
window->Window.Device = GetDC( window->Window.Handle );
- wglMakeCurrent(
- window->Window.Device,
+ wglMakeCurrent(
+ window->Window.Device,
window->Window.Context
);
}
* XXX With a little thought, we should be able to greatly
* XXX simplify this.
*/
- if ( !window->IsMenu )
- window->Window.VisualInfo = fgChooseVisual();
- else if ( fgStructure.MenuContext )
- window->Window.VisualInfo = fgChooseVisual();
+ if( !window->IsMenu )
+ window->Window.VisualInfo = fgChooseVisual( );
+ else if( fgStructure.MenuContext )
+ window->Window.VisualInfo = fgChooseVisual( );
else
{
+ /* XXX Why are menus double- and depth-buffered? */
unsigned int current_DisplayMode = fgState.DisplayMode ;
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
- window->Window.VisualInfo = fgChooseVisual();
+ window->Window.VisualInfo = fgChooseVisual( );
fgState.DisplayMode = current_DisplayMode ;
}
- if ( ! window->Window.VisualInfo )
+ if( ! window->Window.VisualInfo )
{
/*
* The "fgChooseVisual" returned a null meaning that the visual
* context is not available.
* Try a couple of variations to see if they will work.
*/
- if ( ! ( fgState.DisplayMode & GLUT_DOUBLE ) )
+ if( !( fgState.DisplayMode & GLUT_DOUBLE ) )
{
fgState.DisplayMode |= GLUT_DOUBLE ;
- window->Window.VisualInfo = fgChooseVisual();
- fgState.DisplayMode &= ~GLUT_DOUBLE ;
+ window->Window.VisualInfo = fgChooseVisual( );
+ fgState.DisplayMode &= ~GLUT_DOUBLE;
}
-
+
/*
* GLUT also checks for multi-sampling, but I don't see that
* anywhere else in FREEGLUT so I won't bother with it for the moment.
*/
}
+ /*
+ * XXX This seems to be abusing an assert() for error-checking.
+ * XXX It is possible that the visual simply can't be found,
+ * XXX in which case we should print an error and return a 0
+ * XXX for the window id, I think.
+ */
assert( window->Window.VisualInfo != NULL );
+
/*
* XXX HINT: the masks should be updated when adding/removing callbacks.
* XXX This might speed up message processing. Is that true?
* XXX A: Not appreciably, but it WILL make it easier to debug.
* XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
* XXX turns off events that it doesn't need and is a whole lot
- * XXX more pleasant to trace. (Hint: Think mouse-motion!)
- * XXX
- * XXX It may make a difference in networked environments or on
- * XXX some very slow systems, but I think that that is secondary
- * XXX to making debugging easier.
+ * XXX more pleasant to trace. (Think mouse-motion! Tons of
+ * XXX ``bonus'' GUI events stream in.)
*/
- winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask |
- ExposureMask | ButtonPressMask | ButtonReleaseMask | KeyPressMask |
- KeyRelease | VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
+ winAttr.event_mask =
+ StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
+ ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
+ VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
winAttr.background_pixel = 0;
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
- if ( window->IsMenu )
+ if( window->IsMenu )
{
winAttr.override_redirect = True;
mask |= CWOverrideRedirect;
window->Window.Handle = XCreateWindow(
fgDisplay.Display,
window->Parent == NULL ? fgDisplay.RootWindow :
- window->Parent->Window.Handle,
+ window->Parent->Window.Handle,
x, y, w, h, 0,
window->Window.VisualInfo->depth, InputOutput,
window->Window.VisualInfo->visual, mask,
* The GLX context creation, possibly trying the direct context rendering
* or else use the current context if the user has so specified
*/
- if ( window->IsMenu )
+ if( window->IsMenu )
{
/*
* If there isn't already an OpenGL rendering context for menu
* windows, make one
*/
- if ( !fgStructure.MenuContext )
+ if( !fgStructure.MenuContext )
{
fgStructure.MenuContext =
- (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) );
+ (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo;
fgStructure.MenuContext->Context = glXCreateContext(
fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
-/* window->Window.Context = fgStructure.MenuContext->Context ; */
+ /* window->Window.Context = fgStructure.MenuContext->Context; */
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
- else if ( fgState.UseCurrentContext )
+ else if( fgState.UseCurrentContext )
{
- window->Window.Context = glXGetCurrentContext();
+ window->Window.Context = glXGetCurrentContext( );
- if ( ! window->Window.Context )
- window->Window.Context = glXCreateContext(
- fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
- );
+ if( ! window->Window.Context )
+ window->Window.Context = glXCreateContext(
+ fgDisplay.Display, window->Window.VisualInfo,
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
+ );
}
else
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
- if( fgState.ForceDirectContext &&
- !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
- fgError( "unable to force direct context rendering for window '%s'",
+#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ )
+ if( !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
+ {
+ if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
+ fgError( "Unable to force direct context rendering for window '%s'",
+ title );
+ else if( fgState.DirectContext == GLUT_TRY_DIRECT_CONTEXT )
+ fgWarning( "Unable to create direct context rendering for window '%s'\nThis may hurt performance.",
title );
+ }
+#endif
glXMakeCurrent(
fgDisplay.Display,
/*
* Fill in the size hints values now (the x, y, width and height
- * settings are obsolote, are there any more WMs that support them?)
+ * settings are obsolete, are there any more WMs that support them?)
* Unless the X servers actually stop supporting these, we should
* continue to fill them in. It is *not* our place to tell the user
* that they should replace a window manager that they like, and which
* works, just because *we* think that it's not "modern" enough.
*/
+#if TARGET_HOST_WINCE /* Since this is in the X11 branch, it's pretty dumb */
+ sizeHints.x = 0;
+ sizeHints.y = 0;
+ sizeHints.width = 320;
+ sizeHints.height = 240;
+#else
sizeHints.x = x;
sizeHints.y = y;
sizeHints.width = w;
sizeHints.height = h;
+#endif /* TARGET_HOST_WINCE */
wmHints.flags = StateHint;
wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
-
- /*
- * Prepare the window and iconified window names...
- */
+ /* Prepare the window and iconified window names... */
XStringListToTextProperty( (char **) &title, 1, &textProperty );
XSetWMProperties(
&wmHints,
NULL
);
+
XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
&fgDisplay.DeleteWindow, 1 );
+
XMapWindow( fgDisplay.Display, window->Window.Handle );
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
WNDCLASS wc;
- int flags;
+ DWORD flags;
+ DWORD exFlags = 0;
ATOM atom;
freeglut_assert_ready;
-
- /*
- * Grab the window class we have registered on glutInit():
- */
- atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
+
+ /* Grab the window class we have registered on glutInit(): */
+ atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc );
assert( atom != 0 );
-
+
if( gameMode )
{
assert( window->Parent == NULL );
}
else
{
+#if !TARGET_HOST_WINCE
if ( ( ! isSubWindow ) && ( ! window->IsMenu ) )
{
/*
h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 +
GetSystemMetrics( SM_CYCAPTION );
}
+#endif /* TARGET_HOST_WINCE */
if( ! fgState.Position.Use )
{
flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
if ( window->IsMenu )
- flags |= WS_POPUP ;
+ {
+ flags |= WS_POPUP;
+ exFlags |= WS_EX_TOOLWINDOW;
+ }
+#if !TARGET_HOST_WINCE
else if( window->Parent == NULL )
flags |= WS_OVERLAPPEDWINDOW;
+#endif
else
flags |= WS_CHILD;
}
- window->Window.Handle = CreateWindow(
+#if TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = wstr_from_str(title);
+
+ window->Window.Handle = CreateWindow(
+ _T("FREEGLUT"),
+ wstr,
+ WS_VISIBLE | WS_POPUP,
+ 0,0, 240,320,
+ NULL,
+ NULL,
+ fgDisplay.Instance,
+ (LPVOID) window
+ );
+
+ free(wstr);
+
+ SHFullScreen(window->Window.Handle, SHFS_HIDESTARTICON);
+ SHFullScreen(window->Window.Handle, SHFS_HIDESIPBUTTON);
+ SHFullScreen(window->Window.Handle, SHFS_HIDETASKBAR);
+ MoveWindow(window->Window.Handle, 0, 0, 240, 320, TRUE);
+ ShowWindow(window->Window.Handle, SW_SHOW);
+ UpdateWindow(window->Window.Handle);
+ }
+#else
+ window->Window.Handle = CreateWindowEx(
+ exFlags,
"FREEGLUT",
title,
flags,
fgDisplay.Instance,
(LPVOID) window
);
+#endif /* TARGET_HOST_WINCE */
+
if( !( window->Window.Handle ) )
fgError( "Failed to create a window (%s)!", title );
+#if TARGET_HOST_WINCE
+ ShowWindow( window->Window.Handle, SW_SHOW );
+#else
ShowWindow( window->Window.Handle,
fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
+#endif /* TARGET_HOST_WINCE */
+
UpdateWindow( window->Window.Handle );
ShowCursor( TRUE ); /* XXX Old comments say "hide cusror"! */
XDestroyWindow( fgDisplay.Display, window->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- /*
- * Make sure we don't close a window with current context active
- */
+ /* Make sure we don't close a window with current context active */
if( fgStructure.Window == window )
wglMakeCurrent( NULL, NULL );
*/
int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
{
+ int ret = 0;
SFG_Window* window = NULL;
SFG_Window* parent = NULL;
parent = fgWindowByID( parentID );
freeglut_return_val_if_fail( parent != NULL, 0 );
window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
- return window->ID;
+ ret = window->ID;
+
+ return ret;
}
/*
XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
#if TARGET_HOST_UNIX_X11
if( fgStructure.Window->Parent == NULL )
- XWithdrawWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ XWithdrawWindow( fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
fgDisplay.Screen );
else
- XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XUnmapWindow( fgDisplay.Display,
+ fgStructure.Window->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
freeglut_assert_window;
fgStructure.Window->State.Visible = GL_FALSE;
-
#if TARGET_HOST_UNIX_X11
XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
fgDisplay.Screen );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
{
freeglut_assert_ready;
freeglut_assert_window;
- if( fgStructure.Window->Parent != NULL )
- return;
-
+ if( ! fgStructure.Window->Parent )
+ {
#if TARGET_HOST_UNIX_X11
- {
XTextProperty text;
-
+
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
text.nitems = strlen( title );
-
+
XSetWMName(
fgDisplay.Display,
fgStructure.Window->Window.Handle,
&text
);
-
+
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- }
#elif TARGET_HOST_WIN32
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.Window->Window.Handle, title );
-#endif
+#elif TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = wstr_from_str(title);
+
+ SetWindowText( fgStructure.Window->Window.Handle, wstr );
+ free(wstr);
+ }
+#endif
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( fgStructure.Window->Parent != NULL )
- return;
-
+ if( ! fgStructure.Window->Parent )
+ {
#if TARGET_HOST_UNIX_X11
- {
XTextProperty text;
-
+
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
);
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- }
#elif TARGET_HOST_WIN32
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.Window->Window.Handle, title );
-#endif
+#elif TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = wstr_from_str(title);
+ SetWindowText( fgStructure.Window->Window.Handle, wstr );
+
+ free(wstr);
+ }
+#endif
+ }
}
/*
#if TARGET_HOST_UNIX_X11
- XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y );
+ XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ x, y );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
{
RECT winRect;
-
+
+ /* "GetWindowRect" returns the pixel coordinates of the outside of the window */
GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
MoveWindow(
fgStructure.Window->Window.Handle,
}
#endif
-
}
/*
XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
SetWindowPos(
fgStructure.Window->Window.Handle,
);
#endif
-
}
/*
XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
SetWindowPos(
fgStructure.Window->Window.Handle,
);
#endif
-
}
/*
freeglut_assert_ready;
freeglut_assert_window;
-#if TARGET_HOST_UNIX_X11
{
+#if TARGET_HOST_UNIX_X11
int x, y;
Window w;
);
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
}
- }
#elif TARGET_HOST_WIN32
- {
RECT rect;
/* For fullscreen mode, force the top-left corner to 0,0
SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
SWP_NOZORDER
);
- }
#endif
+ }
}
/*
void FGAPIENTRY glutSetWindowData(void* data)
{
- fgStructure.Window->UserData=data;
+ fgStructure.Window->UserData = data;
}
/*** END OF FILE ***/